Posts tagged: Karl Kapp

New Book: Gamification of Learning and Instruction

Dr. Karl Kapp is an old friend of this blog. I’ve discussed previous books he’s written, including Gadgets, Games, and Gizmos for Learning and the co-authored Learning in 3D with Tony O’Driscoll.

His newest book is due out next year, The Gamification of Learning and Instruction. I’m honored that a chapter he’s including is based in part on a paper I submitted to Journal of Technology and Teacher Education, “Assessing Higher Order Thinking in Video Games.” Dr. Kapp is using the rubric in the paper as a springboard to discuss design details that foster more engaging educational games.

It’s been interesting watching the ideas presented in the paper percolate over the years. It’s been cited in some articles and has found its way into at least one other book. I look forward to Dr. Kapp’s newest title and participating in another blog book tour.


New 3D Learning Book by Karl Kapp

Karl Kapp is a longtime friend of this blog. His first comment was on a post comparing Second Life to World of Warcraft for educational purposes, way back in 2007, and his blog, Kapp Notes, has been on my blogroll ever since. Dr. Kapp is a full professor of instructional technology over at Bloomsburg University, and is a prominent thought leader and author in the field.

One of the things several researchers in educational gaming picked up on early was the facilitation immersive worlds featuring human-like avatars offered for teaching and learning. This idea has come to be generally termed “3D learning,” because the virtual gaming worlds in which it takes place are rendered in three dimensional graphics. It feels like you are in the world instead of simply playing a board game.

It seems to be a powerful learning tool, and has attracted a lot of attention from educational researchers. Perhaps, researchers suspect, there is something to the notion of transference, where players feels like they are experiencing what their avatar in the 3D virtual world is going through and go on to transfer knowledge from that virtual world to real life applications. Perhaps it is conducive to Csíkszentmihályi’s flow theory, where time becomes irrelevant in the pursuit of passionate tasks. Regardless, it’s an intriguing idea that researchers continue to investigate.

Karl Kapp’s latest book, co-authored with Tony O’Driscoll, explores the ramifications of teaching and learning within these immersive virtual environments. Aptly titled, Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration, provides a blueprint for corporate and educational professional development personnel when embarking on efforts to include this type of training in their organizations. Recently, Dr. Kapp made a digital preview of the book available to several bloggers, and embarked on a “virtual book tour.” I was honored to be included on the list, and found the book to be impressive.

I think one of the key contributions to the field this book makes is its insistence that 3D learning is a valid and valuable tool for both corporations and universities. For instance, the whole idea of role playing within virtual 3D environments is supported and reinforced in the book. Business personnel have long known the value of role playing within training regimens. I recall a conversation with someone familiar with the training program for the sales force of a Fortune 100 company. An artificial office environment was created, complete with cameras and recording equipment. The trainee would enter the office and attempt to sell the company’s products to another employee posing as a potential client. Trainers would later review the recordings and help the trainee hone techniques. This entire process is greatly facilitated through 3D virtualization, as the book makes clear.

On an entirely selfish note, I was glad to see the acronym “VIE” included, something I introduced to the field in 2007 in an article in the Journal of Technology and Teacher Education. I called it a virtual interactive environment, while Kapp and O’Driscoll use it to mean virtual immersive environment. Regardless, it amounts to the same thing, and I’m glad to see the idea spread. Education and corporations can use a lot more VIEs.

Virtual Economy Booming for 2010

While the RL economy may be stuck in the doldrums, the world’s virtual economies are booming, especially in the US and Asia. A recent BBC article indicates many companies are thriving by selling virtual items in their online gaming environments, with more companies than ever hitting it big. The article highlights Playfish, which has a player base of 61 million people on their 11 games, in which players can purchase virtual items for enhanced online gaming experiences.

Crucial to its success is the sale of virtual goods, ranging from furniture for your pet to menu items for your own restaurant in games like Pet Society and Restaurant City.

Lots of money is changing hands. One of the most prominent venues for casual games is Facebook. The social aspect of playing games leads to lots of hits, and lots of money.

About two thirds of the top 15 applications on Facebook are games, according to analytics firm AppData. Those ten games are said to draw more than 100 million users a month.

Earlier in December, one of the biggest social gaming companies, Zynga, sold a stake in the firm to Russia’s Digital Sky Technologies for $180m (£113m).

And in November, Electronic Arts, agreed to buy Playfish in a $400m deal (£251m).

Proof of how successful the virtual goods business has become is evident in moves by Facebook itself to test a payment system to get a cut each time an online-game player buys a digital tractor or pair of flip flops.

Via Kapp Notes.

References:
Shiels, M. (2009, December 29). The US virtual economy is set to make billions. BBC News. [Online.] Available: http://news.bbc.co.uk/2/hi/technology/8425623.stm


Weight Watchers, the Video Game

Here’s an interesting article from Clive Thompson over at Wired comparing Weight Watchers Online to MMORPGs like World of Warcraft. There are many similarities, Thompson notes, including leveling and rewards. He’s got a great point. I noticed the same thing about my kids’ tae kwon do classes. Of course the idea of designing work teams modeled after WoW guilds is not new, either. Here’s a closer look at the idea of “Corporate Warcraft.”

Beck and Wade pointed out, and are echoed by people like Karl Kapp, that young workers often approach work in a gaming framing of mind. Work objectives become “quests,” paychecks bring in “gold,” promotions equate to “leveling up,” and their bosses either become “guild leaders,” or “dungeon bosses,” depending on whether they help or hinder the employees (“players”) in attaining their quests.

So the idea of making other life goals into games, such as placing diet and fitness within a MMORPG framework, makes good sense. I agree with Thompson. Weight Watchers has something going there.